teacherboi
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KSP2 Release Notes
Everything posted by teacherboi
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Why hasn't someone done this before? More interestingly, why isn't this a stock feature?
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I've been playing KSP since version 0.13, making the current version (1.1.3 my versionversary). I feel like I should bake a cake or something. When is your versionversary? Planning on doing anything special?
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[0.90] Kerbin Shuttle Orbiter System v4.13
teacherboi replied to helldiver's topic in KSP1 Mod Releases
Google Chrome recognizes the download as malware. Any reason why? -
Great mod, I love it! However, on some of the missions where you have to keep a craft in orbit for a certain amount of time need some adjustment. Right now I'm on the Civilian Mission 08, and I have to keep a low orbit for a day. The thing is, that I can only fast forward to 100x speed. So far it has been over 10 minutes of just sitting here staring at a circling craft waiting for the clock to run out. Perhaps either higher orbits for day+ missions, or shorter times? Thanks.
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I do use MechJeb, but mostly for the Smart A.S.S. I would live to see R&D in KSP where we have to research new tech. That would be a great way to unlock features found in MechJeb through standard play.
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I\'ve just updated my parts. I\'ve addad a second file and cleaned up the CFGs on the 1.5 meter parts list.
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Thanks for the suggestion Maraz. Fortunately, I rememberede to save all the .blend files right before I exported them. Currently I\'m in the process of taking out some of the kinks in the .cfg files that I missed. I\'ll probably do the edge splitting once I finish my command modules and mission payload series I\'m working on. I\'d have those out sooner, but I can\'t get my chute to pop straight up, even after following some of the tutorials found here. I\'ve tried the parenting trick, but the chute is still sideways.
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Thanks, Phoenix. I should have added that this firt version is kinda beta-ish. So if anyone finds any problems, please post them here so I can fix them!
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Greetings! Here is my first start to finish mod for Kerbal. I have made a mess of 1.5 meter parts that are more or less on par with the stock components. In the future I will release more parts for mission specific rockets I have created. As far as I know the parts are compatible with the .13x (free) version of KSP. Parts include a 1.5 meter to 1, 2, and 3 meter adaptor and decouplers and their reverse. *UPDATED 08 July 2012* I\'ve cleaned up the CFG files on several parts as well as made them more stable and easier to use. I\'ve moved the wing decoupler to a second .zip file that has a smattering of miscellaneous parts. 1.5 Meter Parts File 1.5 meter decoupler- long and short. 1.5 meter by 1.5, 3 and 6 meter fuel tanks. 1.5 meter solid booster. 1.5 meter SAS and RCS tank. A light, medium and heavy 1.5 meter engine. (Note that the 3 nozzle version originally released did not work correctly. I replaced it with a 4 nozzle version that works great.) Below is a rocket using a sampling of my parts. http://i.imgur.com/xhzZu.jpg And finally, the Download: http://www.freefilehosting.net/milesianaerospace15mparts I also have a file for miscellaneous parts I\'ve made which includes: 1m mechanical decoupler 0.5m, 1m, 2m, and 3m solid boosters as well as dorsal engines, a separation booster and a de-orbit booster to help keep Kerbal clean http://www.freefilehosting.net/milesianaerospacemiscparts Next on the horizon is a 3 mission mod pack of an orbiter, satellite delivery, and then a mun lander.
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I\'ve searched the forums, but I can\'t find anything about if it is possible to change the number of Kerbalnaughts in a command pod. I\'m working on a three tiered project where I have need for a 1, 2 and 3 seater capsules. Is there a plugin that would allow a modder to specify the number of Kerbalnaughts in a command pod? Or would someone like to make one?
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Floatation device [MK I pod compliant] [Release]
teacherboi replied to Nomad's topic in KSP1 Mod Releases
Great idea for a mod. Link is broken though, is there a new one? -
Blender to KSP not scaling properly
teacherboi replied to teacherboi's topic in KSP1 Modelling and Texturing Discussion
Yay! I redid what I was working on and the fixes above worked like a charm! -
Blender to KSP not scaling properly
teacherboi replied to teacherboi's topic in KSP1 Modelling and Texturing Discussion
LOLOLOLOLOL Talk about a 'DOH' moment! Ok, thank you Tiberion and Anariaq for your help! Radius... and I\'m going to be a teacher! Well, good thing it\'s history and not math HA! -
Blender to KSP not scaling properly
teacherboi replied to teacherboi's topic in KSP1 Modelling and Texturing Discussion
Ok, here is the actual .blend file. What I did was I added a cylinder and in the dialog box on the left hand side where it shows the rotation, number of faces, etc. I set the size to 3 meters (default is one meter). I have to say, I\'m really trying to get my head around blender. If there was a .dae export plugin for gmax I\'d have this nailed. I\'ve played around with 3DSMax (same interface as gmax) but I\'m not paying that much money for 3DSMax. Not for what I need it for anyway lol. Blender seems all backwards after using gmax for so long, and I keep falling into pitfalls like this one. /rant lol PS I just looked at the video tutorial sticky in this thread. Aside from actual face/vertices moving, what I\'ve been doing is exactly as shown in the top video. -
Blender to KSP not scaling properly
teacherboi replied to teacherboi's topic in KSP1 Modelling and Texturing Discussion
Ok, I redid a 3m solid booster and double checked the units in the scene and on the object like what was suggested. All the units and scales were 1.0. I\'ve attached a .zip of what I exported to .dae if anyone wants to look at it and tell me where I\'m messing up. I don\'t know if it is in the .cfg file or there\'s a toggle somewhere buried in Blender that I have switched. Thanks for the help! -
Ok, I have my Blender scene set to metric and the scale a 1. However, when I make a part in a 1.75, 2, or 3 meter diameter the part imported into KSP is much larger! I\'ve tried using a 1.0 and a 0.1 scale in the CFG to fix this, even a 0.5 at ne time, but there is no change in the VAB or on the launch pad. Is there something I\'m missing? oh, and I\'m using Blender 2.63 if that helps.
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the zip file will not open.
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This mod remonds me of the opening sequence to the Heavy Metal movie. They used a \'57 Vette (or there abouts) in the movie, but this will work!